94 lines
3.6 KiB
Plaintext
94 lines
3.6 KiB
Plaintext
![]() |
shader_type canvas_item;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/SDF.gdshaderinc"
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uniform vec2 size;
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uniform float sharpness = 5;
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uniform float borderRadius = 5;
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uniform float strokeSize = 5;
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uniform float offset;
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uniform vec4 fillColor:source_color;
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uniform sampler2D fill;
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uniform vec4 fillUVTransform;
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uniform sampler2D screenFillMultiply;
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uniform vec4 screenfillMultiplyUVTransform;
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uniform vec2 screenfillMultiplyUVMovement;
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uniform vec4 strokeColor:source_color;
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uniform sampler2D stroke;
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uniform vec4 strokeUVTransform;
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uniform sampler2D screenStrokeMultiply;
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uniform vec4 screenStrokeMultiplyUVTransform;
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uniform vec2 screenStrokeMultiplyUVMovment;
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uniform float opacity:hint_range(0,1) = 1;
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void vertex()
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{
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// Called for every vertex the material is visible on.
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}
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void fragment()
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{
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float maxRadius = min( size.x, size.y ) / 2.0 - offset;
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vec2 fillMinP;
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vec2 fillMaxP;
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float fillRadius;
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computeRectangleBounds( offset, borderRadius, maxRadius, size, fillMinP, fillMaxP, fillRadius );
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float fillMask = roundedRectangle( fillMinP, fillMaxP, UV * size, fillRadius, sharpness );
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vec2 fillUV = tilingOffsetRepeat( UV, fillUVTransform );
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vec2 fillMoved = screenfillMultiplyUVMovement * TIME;
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vec4 screenFillMovement = vec4( 0,0, fillMoved.x, fillMoved.y );
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vec2 screenFillMultiplyUV = tilingOffsetRepeat( SCREEN_UV, screenfillMultiplyUVTransform + screenFillMovement );
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vec4 combinedfillColor = fillColor * texture( fill, fillUV ) * texture( screenFillMultiply, screenFillMultiplyUV );
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vec2 strokeMinP;
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vec2 strokeMaxP;
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float strokeRadius;
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computeRectangleBounds( offset - strokeSize, borderRadius + strokeSize, maxRadius, size,strokeMinP, strokeMaxP, strokeRadius );
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float outerStrokeMask = roundedRectangle( strokeMinP, strokeMaxP, UV * size, strokeRadius, sharpness );
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float strokeMask = outerStrokeMask - fillMask;
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vec2 strokeUV = tilingOffsetRepeat( UV, strokeUVTransform );
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vec2 strokeMoved = screenStrokeMultiplyUVMovment * TIME;
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vec4 screenstrokeMovement = vec4( 0,0, strokeMoved.x, strokeMoved.y );
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vec2 screenStrokeMultiplyUV = tilingOffsetRepeat( SCREEN_UV, screenStrokeMultiplyUVTransform + screenstrokeMovement );
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vec4 combinedStrokeColor = strokeColor * texture( stroke, strokeUV ) * texture( screenStrokeMultiply, screenStrokeMultiplyUV );
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vec2 fillMaskMinP;
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vec2 fillMaskMaxP;
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float fillMaskStrokeRadius;
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computeRectangleBounds( offset - strokeSize * 0.5, borderRadius + strokeSize, maxRadius, size, fillMaskMinP, fillMaskMaxP, fillMaskStrokeRadius );
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float fillAlphaMask = roundedRectangle( fillMaskMinP, fillMaskMaxP, UV * size, fillMaskStrokeRadius, sharpness );
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vec4 strokeLayer = vec4( combinedStrokeColor.rgb, combinedStrokeColor.a );
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vec4 fillLayer = vec4( combinedfillColor.rgb, combinedfillColor.a * fillAlphaMask );
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vec4 strokePM = straightToPremultipliedColor( strokeLayer );
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vec4 fillPM = straightToPremultipliedColor( fillLayer );
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vec4 outputColor = premultipliedToStraightColor( mix( fillPM, strokePM, strokeMask ) );
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float mask = max ( fillMask , strokeMask );
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mask = fillMask + strokeMask;
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COLOR = vec4( outputColor.rgb, outputColor.a * mask * opacity );
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// Called for every pixel for every light affecting the CanvasItem.
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// Uncomment to replace the default light processing function with this one.
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//}
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